2020-10-19 13:09:38 +02:00

73 lines
2.2 KiB
C++

/*
Dragonfire
Copyright (C) 2020 Elias Fleckenstein <eliasfleckenstein@web.de>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "inventorymanager.h"
#include "lua_api/l_base.h"
#define GET_MOVE_ACTION \
LuaInventoryAction *o = checkobject(L, 1); \
if (o->m_action->getType() == IAction::Craft) \
return 0; \
MoveAction *act = dynamic_cast<MoveAction *>(o->m_action);
class LuaInventoryAction : public ModApiBase {
private:
InventoryAction *m_action;
static void readFullInventoryLocationInto(lua_State *L, InventoryLocation *loc, std::string *list, s16 *index);
static const char className[];
static const luaL_Reg methods[];
// Exported functions
// garbage collector
static int gc_object(lua_State *L);
// __tostring metamethod
static int mt_tostring(lua_State *L);
// apply(self)
static int l_apply(lua_State *L);
// from(self, location, list, index)
static int l_from(lua_State *L);
// to(self, location, list, index)
static int l_to(lua_State *L);
// craft(self, location)
static int l_craft(lua_State *L);
// set_count(self, count)
static int l_set_count(lua_State *L);
public:
LuaInventoryAction(const IAction &type);
~LuaInventoryAction();
// LuaInventoryAction(inventory action type)
// Creates an LuaInventoryAction and leaves it on top of stack
static int create_object(lua_State *L);
// Not callable from Lua
static int create(lua_State *L, const IAction &type);
static LuaInventoryAction* checkobject(lua_State *L, int narg);
static void Register(lua_State *L);
};